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#include "QxDemoItemAnimation.hpp"
#include "QxDemoItem.hpp"
#include "QxColors.hpp"

QxDemoItemAnimation::QxDemoItemAnimation( QxDemoItem* item, INOROUT inOrOut )
{
  this->opacityAt0     = 1.0;
  this->opacityAt1     = 1.0;
  this->startDelay     = 0;
  this->inOrOut        = inOrOut;
  this->hideOnFinished = false;
  this->forcePlay      = false;
  this->moveOnPlay     = false;
  this->timeline       = new QTimeLine( 5000 );
  this->timeline->setFrameRange( 0, 2000 );
  this->timeline->setUpdateInterval( int(1000.0/QxColors::fps) );
  setTimeLine( this->timeline );
  setItem( item );
}

QxDemoItemAnimation::~QxDemoItemAnimation()
{
  // Do not delete demoitem. It is not
  // owned by an animation
  delete this->timeline;
}

void QxDemoItemAnimation::prepare()
{
  this->demoItem()->prepare();
}

void QxDemoItemAnimation::setStartPos( const QPointF& pos ){
  this->startPos = pos;
}

void QxDemoItemAnimation::setDuration( int duration )
{
  duration = int(duration * QxColors::animSpeed);
  this->timeline->setDuration( duration );
  this->moveOnPlay = true;
}

void QxDemoItemAnimation::setCurrentTime( int ms )
{
  this->timeline->setCurrentTime( ms );
}

bool QxDemoItemAnimation::notOwnerOfItem()
{
  return this != demoItem()->currentAnimation;
}

void QxDemoItemAnimation::play( bool fromStart, bool force )
{
  this->fromStart = fromStart;
  this->forcePlay = force;

  QPointF currPos = this->demoItem()->pos();

  // If the item that this animation controls in currently under the
  // control of another animation, stop that animation first
  if( this->demoItem()->currentAnimation ) {
    this->demoItem()->currentAnimation->timeline->stop();
  }
  this->demoItem()->currentAnimation = this;
  this->timeline->stop();

  if( QxColors::noAnimations && !this->forcePlay ) {
    this->timeline->setCurrentTime( 1 );
    this->demoItem()->setPos( this->posAt( 1 ) );
  } else {
    if( this->demoItem()->isVisible() ) {
      // If the item is already visible, start the animation from
      // the items current position rather than from start.
      this->setPosAt( 0.0, currPos );
    } else {
      this->setPosAt( 0.0, this->startPos );
    }

    if( this->fromStart ) {
      this->timeline->setCurrentTime( 0 );
      this->demoItem()->setPos( this->posAt( 0 ) );
    }
  }

  if( this->inOrOut == ANIM_IN ) {
    this->demoItem()->setRecursiveVisible( true );
  }

  if( this->startDelay ) {
    QTimer::singleShot( this->startDelay, this, SLOT( playWithoutDelay() ) );
    return;
  } else {
    this->playWithoutDelay();
  }
}

void QxDemoItemAnimation::playWithoutDelay()
{
  if( this->moveOnPlay && !(QxColors::noAnimations && !this->forcePlay) ) {
    this->timeline->start();
  }
  this->demoItem()->animationStarted( this->inOrOut );
}

void QxDemoItemAnimation::stop( bool reset )
{
  this->timeline->stop();
  if( reset ) {
    this->demoItem()->setPos( this->posAt( 0 ) );
  }
  if( this->hideOnFinished && !this->moveOnPlay ) {
    this->demoItem()->setRecursiveVisible( false );
  }
  this->demoItem()->animationStopped( this->inOrOut );
}

void QxDemoItemAnimation::setRepeat( int nr )
{
  this->timeline->setLoopCount( nr );
}

void QxDemoItemAnimation::playReverse()
{
}

bool QxDemoItemAnimation::running()
{
  return (this->timeLine()->state() == QTimeLine::Running);
}

bool QxDemoItemAnimation::runningOrItemLocked()
{
  return (this->running() || this->demoItem()->locked);
}

void QxDemoItemAnimation::lockItem( bool state )
{
  this->demoItem()->locked = state;
}

QxDemoItem* QxDemoItemAnimation::demoItem()
{
  return (QxDemoItem*) this->item();
}

void QxDemoItemAnimation::setOpacityAt0( qreal opacity )
{
  this->opacityAt0 = opacity;
}

void QxDemoItemAnimation::setOpacityAt1( qreal opacity )
{
  this->opacityAt1 = opacity;
}

void QxDemoItemAnimation::setOpacity( qreal step )
{
  QxDemoItem* demoItem = (QxDemoItem*)item();
  demoItem->opacity = this->opacityAt0 + step * step * step * (this->opacityAt1 - this->opacityAt0);
}

void QxDemoItemAnimation::afterAnimationStep( qreal step )
{
  if( step == 1.0f ) {
    if( this->timeline->loopCount() > 0 ) {
      // animation finished.
      if( this->hideOnFinished ) {
        this->demoItem()->setRecursiveVisible( false );
      }
      this->demoItem()->animationStopped( this->inOrOut );
    }
  } else if( QxColors::noAnimations && !this->forcePlay ) {
    // The animation is not at end, but
    // the animations should not play, so go to end.
    this->setStep( 1.0f ); // will make this method being called recursive.
  }
}
